Dungeons

Diablo 4 has 115 dungeons that pay into the Codex of Power, and all of them use the same small vocabulary of chores. You free prisoners, you gather Animus from carriers and pour it into an urn, you carry a statue or a Bloodstone back to a pedestal one at a time, you find a key or throw a lever, you smash a set of structures, or you simply kill everything in a named room. Our 105 dungeon walkthroughs describe those chores door by door, and this guide sorts them by the one the walkthrough puts first, because the objective decides how long a dungeon takes far more than its boss does.

Two facts frame the list. Our dungeon map names a final boss for 83 of the 115 dungeons and none for 32, so more than a quarter of them end on the last objective rather than a fight. And the Codex reward is dealt evenly: 20 dungeons hand out an aspect for each of the five classes and 15 pay an aspect anyone can use, with every first clear worth 30 Renown as well. Where a class's aspect sits is in the items guide; where the bosses recur is in the bosses guide.

What the door asks forDungeons on our pagesTypical wording in the walkthrough
Prisoners to free17Free the prisoners, then a key or the boss
Animus to collect18Kill Animus Carriers, deposit in the Animus Urn
Something to carry back18Return the Bloodstone or Ancient Statue to the pedestal
A key or a lever11Slay the keeper, take the key, open the door
Structures to destroy20Destroy the Skeletal Constructs, Wards, Idols or Boils
Nothing but kills, or straight to the boss21Slay all enemies in a named area

Most dungeons chain two or three of these, so a page was filed under the first that applies in the order above. That order is deliberate: prisoners and Animus are the objectives that send you exploring, carrying and keys are the ones that send you back and forth, and destruction and slaughter are the ones you finish on the way to the boss.

Prisoners to free

Seventeen dungeons open with cages, and the count matters, because our pages give it: four in Witchwater, five in the Faceless Shrine and Buried Halls, six in Oblivion, seven in Dead Man's Dredge and Penitent Cairns. Luban's Rest inverts the idea with a timed event in which adventurers have to be kept alive rather than released.

DungeonRegionAfter the prisonersFinal bossCodex aspect
Abandoned MineworksKehjistanLevers, then three Forsaken MinersNoneAspect of Retribution, all classes
Bloodsoaked CragDry SteppesHell Drinkers, then AnimusChief MarauderShepherd's Aspect, Druid
Buried HallsDry SteppesFive prisoners give up the keyResurrected MaliceRapid Aspect, all classes
Charnel HouseDry SteppesVardok's Feeding Pit key, a corpse pileNoneAspect of Perpetual Stomping, Barbarian
Dead Man's DredgeFractured PeaksAnimus and two leversThe Alpha Werewolf on our page; none in the master tableAspect of Piercing Cold, Sorcerer
Domhainne TunnelsScosglenA Stone CarvingKhazra AbominationAspect of Efficiency, Sorcerer
Faceless ShrineHawezarThree Blood ObelisksMother's JudgementUnyielding Commander's Aspect, Necromancer
Forgotten DepthsDry SteppesA Mechanical Box in the Profane HillsTomb LordAspect of Biting Cold, Sorcerer
Guulrahn SlumsDry SteppesThe Forlorn Cells emptiedResurrected MaliceSplintering Aspect, Necromancer
Howling WarrenScosglenThe Howling Maws first, then everything elseNoneAspect of Arrow Storms, Rogue
Luban's RestScosglenA Crypt Key from the Bandit Captain, three Sentinel StatuesTomb LordCheat's Aspect, Rogue
Maddux WatchScosglenA Channeling Shrine and three Skeletal ConstructsTomb LordCharged Aspect, Sorcerer
Maugan's WorksHawezarA mazeKnight CouncilEarthstriker's Aspect, Barbarian
OblivionHawezarThe Ritual Pens key, three Fallen IdolsNoneAspect of Shared Misery, all classes
Penitent CairnsScosglenThirty seconds survived, a Stone CarvingResurrected MaliceDeath Wish Aspect, Barbarian
Shadowed PlungeHawezarNangari, then WardsNoneAspect of Branching Volleys, Rogue
WitchwaterHawezarA Worn Key, three Wards of EyesSlitherProdigy's Aspect, Sorcerer

Animus to collect

Eighteen dungeons run on Animus, the substance dropped by marked Animus Carriers and poured into an urn to open the way on. Our Prison of Caldeum page has the warning that applies to all of them: the drop is small and easy to miss, so look around after every carrier falls. Both capstone dungeons use it too, and are covered further down.

DungeonRegionAround the AnimusFinal bossCodex aspect
Anica's ClaimFractured PeaksThen an Ancients Statue and the Frozen Heart of ZagraalShatterhorn on our page; none in the master tableStormclaw's Aspect, Druid
Bastion of FaithHawezarA box returned, then MeraMera and her SentinelsTrickshot Aspect, Rogue
Betrayer's RowDry SteppesBloodstones first, Animus secondScourge of the LandAspect of Potent Blood, Necromancer
Broken BulwarkScosglenThe Keep Key firstKhazra AbominationGhostwalker Aspect, all classes
Corrupted GrottoKehjistanThen Demonic Corruption; our page asks for level 95NoneAspect of Grasping Veins, Necromancer
Dark RavineDry SteppesThen the FavoredMother's JudgementAspect of Might, all classes
Endless GatesHawezarThen Typhon the Keeper's Mage KeyScourge of the LandAspect of the Rampaging Werebeast, Druid
Fading EchoKehjistanSvanjasga's Lieutenants firstCaptain SvanjasgaSkinwalker's Aspect, Druid
Feral's DenScosglenA Runestone; needs Moordaine Lodge clearedInnes, Vengeance of Glora-An-FhaidhaAspect of Quicksand, Druid
Hallowed OssuaryFractured PeaksThen a Bloodstone in the Undercroft of RebirthBlood BishopAspect of Unrelenting Fury, Barbarian
Heretics AsylumKehjistanScar GundrorKnight CouncilVeteran Brawler's Aspect, Barbarian
InfernoKehjistanA BloodstoneScourge of the LandVengeful Aspect, Rogue
OldstonesScosglenA Stone Carving firstKhazra AbominationEdgemaster's Aspect, all classes
Prison of CaldeumKehjistanThe warden's key firstScourge of the LandOpportunist's Aspect, Rogue
Sepulcher of the ForswornKehjistanUnlocked by the Altar of Ruin strongholdSeething HivemasterHulking Aspect, Necromancer
Shifting CityDry SteppesTwo Ancient Statues carried one at a time firstTomb LordRavenous Aspect, Rogue
StockadesScosglenThe Rusty Metal Key firstResurrected MaliceCrashstone's Aspect, Druid
Twisted HollowScosglenA Carving returnedBrambleShadowslicer Aspect, Rogue

Something to carry back

Eighteen dungeons are about the walk. Ancient Statues, Stone Carvings, Bloodstones, Ancient Slabs and Mechanical Boxes all have to be found and brought to a pedestal, and the Shifting City page states the rule that makes these slow: you carry one at a time, so two statues mean two trips. Onyx Hold is the odd one, where the things carried back are corpses to their graves.

DungeonRegionWhat you carryFinal bossCodex aspect
Akkhan's GraspHawezarBloodstones, past the Vampire LordsBlood BishopBlighted Aspect, Necromancer
Ancient's LamentDry SteppesAncient Statues, then Demonic CorruptionsNoneAspect of Volatile Shadows, Rogue
Calibel's MineScosglenKillian Rex's key, then a statueResurrected MaliceAspect of the Relentless Armsmaster, Barbarian
Carrion FieldsDry SteppesTwo Ancient SlabsTomb LordAspect of the Iron Warrior, Barbarian
Champion's DemiseDry SteppesStone Carvings, then the Carian DefilersKhazra AbominationAspect of the Umbral, all classes
Collapsed VaultKehjistanAn Ancients Statue after the Unstable Rampart; the page notes a known bugSeething HivemasterAspect of Cyclonic Force, Druid
Forgotten RuinsKehjistanTwo mechanical boxes after the ArchivesSlitherIron Blood Aspect, Barbarian
Hakan's RefugeKehjistanAncient statues, then three MatriarchsNoneRelentless Berserker's Aspect, Barbarian
Haunted RefugeHawezarA Stone Carving, then leversNoneBrawler's Aspect, Barbarian
Iron HoldHawezarThe Jailer's Key, then a BloodstoneScourge of the LandFastblood Aspect, Necromancer
Leviathan's MawHawezarTwo BloodstonesNoneAspect of Siphoned Victuals, Rogue
Lost ArchivesFractured PeaksMechanical Boxes after the Demonic VanguardsSpiritcaller of FrostAspect of the Protector, all classes
Onyx HoldDry SteppesLanguishing corpses to their gravesNoneStorm Swell Aspect, Sorcerer
Path of the BlindDry SteppesA Bloodstone after three Blind GuardiansScourge of the LandAspect of Bursting Bones, Necromancer
Sanguine ChapelFractured PeaksMechanical boxes, then the Defiled UndercroftBlood BishopEnergizing Aspect, Rogue
Shivta RuinsKehjistanA Bloodstone, then the Shambles of VerminSeething HivemasterWind Striker Aspect, all classes
Sunken RuinsScosglenStone Carvings, then Skeletal ConstructsTomas on our page; none in the master tableAspect of Ancestral Force, Barbarian
ZenithFractured PeaksLevers, then a BloodstoneBlood BishopRecharging Aspect, Sorcerer

A key or a lever

Eleven dungeons are locked in the literal sense. The key is always on a named enemy, the Decayed Keymaster in the Sealed Archives, the Gate Keeper in the Defiled Catacombs, Adalgrim in the Tormented Ruins, or hidden in a room like the Sailors' Demise in the Vault of the Forsaken. Two swap the key for machinery: the Gate Winches of the Black Asylum and the Gate Controls of Kor Dragan Barracks.

DungeonRegionThe lockFinal bossCodex aspect
Belfry ZakaraHawezarA rusted key after the Drowned BellsDrowned SeahagAspect of the Ursine Horror, Druid
Black AsylumFractured PeaksTwo Gate Winches, then the Haunted CellblockResurrected Malice on our page; none in the master tableAspect of Torment, Necromancer
Crusader's CathedralKehjistanThe Pristine Key, then the BlasphemistsTomb LordStormshifter's Aspect, Druid
Cultist RefugeFractured PeaksThe Overseer's Cultist Key, then two High Priests; inside NostravaNoneFlamewalker's Aspect, Sorcerer
Defiled CatacombsFractured PeaksThe Catacomb key, four Skeletal Constructs, spike trapsBroodguardAspect of Tempering Blows, Barbarian
Derelict LodgeFractured PeaksThe Bloodstained Key from the slain villagersSpiritcaller of FrostAspect of Explosive Verve, Rogue
Kor Dragan BarracksFractured PeaksThe Gate Controls, then Blood BoilsNoneAspect of Anemia, Barbarian
Sealed ArchivesDry SteppesThe Rotten Key, then the Archives of ResentmentTomb LordAspect of Mending Stone, Druid
Tomb of the SaintsKehjistanSwitchesResurrected MaliceIncendiary Aspect, Sorcerer
Tormented RuinsFractured PeaksAdalgrim's key to the Chamber of CallingScourge of the LandAspect of the Unsatiated, Druid
Vault of the ForsakenScosglenThe Chamber key at the Sailors' DemiseDrowned SeahagRequiem Aspect, Necromancer

Structures to destroy

Twenty dungeons ask you to break things, and the things come in sets of two or three: Skeletal Constructs in four of them, Wards of Eyes, Fallen Idols, Silken Spires, Seaborn Goddess statues, Blood Boils, Sacred Seals, Corpse Piles, Egg Clusters. These are the quickest doors in the game when the set is on your route and the slowest when one piece is hidden, which is what the walkthroughs are for.

DungeonRegionWhat breaksFinal bossCodex aspect
Caldera GateFractured PeaksThree Fallen Idols, then the Stilled TunnelsThe Herald of the Dead on our page; none in the master tableEluding Aspect, all classes
Deserted UnderpassKehjistanThe Ward of Eyes after the Webbed CavernsNoneTorturous Aspect, Necromancer
Ghoa RuinsHawezarSeaborn Goddess statues on the way to the Vile ChamberDrowned SeahagEnshrouding Aspect, Rogue
Grinning LabyrinthDry SteppesDemonic Corruption, then the Grinning FiendsScourge of the LandAspect of the Calm Breeze, Druid
Guulrahn CanalsDry SteppesThe Cocoon and the Corpse Pile after the Offal PitsNoneTrickster's Aspect, Rogue
Halls of the DamnedKehjistanIdols, then the MonolithTomb LordAspect of Disobedience, all classes
Hoarfrost DemiseFractured PeaksSkeletal Constructs, then the Flesh CavernKhazra AbominationBlood-Bathed Aspect, Necromancer
Immortal EmanationFractured PeaksBlood Boils, then the Pillar of the Eternal BondBlood BishopMangled Aspect, Druid
Mariner's RefugeScosglenThree Seaborn Goddess structuresDrowned SeahagOvercharged Aspect, Druid
MaulwoodFractured PeaksSkeletal Constructs after the Bandit SentriesNoneSlaking Aspect, Barbarian
Pallid DelveDry SteppesSkeletal Constructs after the Salt MineTomb LordElementalist's Aspect, Sorcerer
Rimescar CavernFractured PeaksThree Sacrificial Flesh, then the Ice BarrierKhazra AbominationAspect of Plunging Darkness, Necromancer
Sarat's LairScosglenThree Silken Spires in a mazeSaratSnowveiled Aspect, Sorcerer
Seaside DescentDry SteppesCorpse Piles after the Secluded GrottoNoneAspect of Retaliation, Druid
Serpent's LairHawezarWards of Eyes among the Serpent Cultists; opens with the Hawezar storyNoneAspect of Three Curses, Sorcerer
Sirocco CavernsKehjistanThree Silken Spires, two Spider CallersNoneAspect of Echoing Fury, Barbarian
Uldur's CaveKehjistanBarricades, then the Bandit HideoutNoneAspect of the Damned, Necromancer
UnderrootScosglenEgg Clusters after the Labyrinth of Rot; needs Tur DulraNoneAspect of the Expectant, all classes
Whispering VaultDry SteppesTwo Sacred SealsTomb LordAspect of Unstable Imbuements, Rogue
Wretched DelveScosglenTwo Fallen Idols after the Burial CairnsSpiritcaller of SquallsAspect of Static Cling, Sorcerer

Nothing but kills, or straight to the boss

Twenty-one dungeons ask for nothing you can carry. Seventeen of them string together named rooms to clear and named elites to kill, the Banes of Eridu, the High Inquisitors, the Bandit Captains, the Watchmen, before the boss room, and four have walkthroughs that go straight to the boss. These are the pages behind our Nightmare dungeon tier list's XP picks, because a dungeon with no fetching is a dungeon you can run in a straight line.

DungeonRegionWho has to dieFinal bossCodex aspect
AldurwoodScosglenThree AldurkinsDen MotherAspect of Reanimation, Necromancer
Blind BurrowsHawezarEverything in the Fethis Wetlands burrowBroodguardAspect of the Tempest, Druid
Crumbling HekmaKehjistanThe Desolate Sacellum, then three Redeemers; inside Omath's RedoubtTomb LordAspect of Splintering Energy, Sorcerer
Earthen WoundHawezarStraight to the bossChief MarauderAspect of Singed Extremities, Sorcerer
Fetid MausoleumHawezarFive objectives our page folds into the boss fightBlood BishopSnowguard's Aspect per the master table; see the items guide
Flooded DepthsScosglenThree objectives; below Hope's LightNoneAspect of Empowering Reaper, Necromancer
Forbidden CityFractured PeaksThree Enraged Spirits, then the Ghastly DepthsResurrected MaliceNighthowler's Aspect, Druid
Heathen's KeepHawezarThree High InquisitorsBlood BishopAspect of Numbing Wrath, Barbarian
Jalal's VigilScosglenThe Corrupted ChargersBrambleBladedancer's Aspect, Rogue
Komdor TempleDry SteppesThe High PriestsKhazra AbominationAspect of the Bounding Conduit, Sorcerer
Light's RefugeHawezarStraight to the councilKnight CouncilAspect of Bul-Kathos, Barbarian
Light's WatchFractured PeaksThe Watchmen, then the War RoomDen MotherAspect of Conflagration, Sorcerer
Lost KeepHawezarKnights and ghosts, straight to the bossResurrected MaliceAspect of the Deflecting Barrier, all classes
MournfieldDry SteppesThe encampment, then the Bandit CaptainsOutlaw SharpshooterAspect of Berserk Ripping, Barbarian
Nostrava DeepwoodFractured PeaksEverything, then the TreebonesNoneFlesh-Rending Aspect, Necromancer
Raethwind WildsScosglenThe Encroaching ThicketsBrambleAspect of Inner Calm, all classes
Renegade's RetreatKehjistanThree KeepersOutlaw SharpshooterAspect of Corruption, Rogue
Ruins of EriduHawezarThe Rotting Halls, then two Banes of EriduSpiritcaller of FlamesSacrificial Aspect, Necromancer
Sunken LibraryKehjistanThe guardians and the Head Librarian, then the Herald of the DeadNone in the master tableAspect of Control, Sorcerer
Whispering PinesScosglenThe Razed KeepSpiritcaller of SquallsBallistic Aspect, Druid
Yshari SanctumKehjistanStraight to the bossMother's JudgementNeedleflare Aspect, all classes

The five dungeons that are not in the Codex

Five pages sit outside the 115. The Cathedral of Light and the Fallen Temple are the two capstones, run at level 50 and 70 to open World Tiers 3 and 4; both are Animus dungeons underneath, the first ending in the High Council and The Curator, the second in a choice of trials and then Elias. Lair of the Despoiler and Mithering Descent are story dungeons, the first behind Tur Dulra and The Old Ways quest, the second inside Threads of Envy with no boss and 20 Renown. And the Hidden Camp is not a dungeon at all but a Diablo 3 easter egg in Kehjistan's Forgotten Overlook.

Where our list and the master table part ways

Ten of the 115 dungeons in the master table have no walkthrough of their own yet: Forsaken Quarry, Kor Valar Ramparts and Mercy's Reach in the Fractured Peaks, Ancient Reservoir and Steadfast Barracks in Hawezar, Conclave and Putrid Aquifer in Kehjistan, and Demon's Wake, Garan Hold and Hive in Scosglen. Their aspects are still covered on the aspect list, and Conclave is described alongside the Corrupted Grotto as another Kehjistan dungeon with no boss. Two dungeons run the other way, present on our pages but missing from the table: Lair of the Despoiler and Mithering Descent, both story dungeons. Five names differ by a letter between the table and the page, Defiled Catacomb or Catacombs, Endless Gate or Gates, Maugan's Work or Works, Shadow or Shadowed Plunge, Tomb or Tombs of the Saints, and the tables above use the page's spelling.

Running them again: Nightmare dungeons

Once World Tier 3 is open, a Nightmare Sigil turns any of these into a Nightmare dungeon with affixes and glyph XP, and the objective type is what our tier list is really ranking. Its six XP picks, Aldurwood, Blind Burrows, Champion's Demise, Guulrahn Canals, Raethwind Wilds, then Sunken Ruins, are kill-only or single-carry dungeons; its five glyph picks, Cultist Refuge, Lost Archives, Maugan's Works, Maulwood and Witchwater, are longer runs where the extra rooms are the point. The farming guide adds the reset trick and the rule of thumb to run sigils three levels above your own, and the dungeon reset page covers the normal-world version.

Which dungeon to run first is a regional question: the regions guide shows how the 115 split across the five zones, and the Diablo 4 hub explains why the Codex you fill here is one of the few things a new character inherits.

Frequently asked questions

How many dungeons in Diablo 4 have no boss?

32 of the 115 in our master table end on the last objective instead of a boss fight. Several of those, like Anica's Claim and Caldera Gate, do have a final elite on our walkthrough that the table does not count as a boss.

Do all dungeons give the same Renown?

Every walkthrough that states it says 30 Renown for the first clear, plus the Codex aspect. Mithering Descent, a story dungeon outside the Codex, pays 20.

Which dungeons need a stronghold cleared first?

Our pages name Cultist Refuge inside Nostrava, Crumbling Hekma inside Omath's Redoubt, Sepulcher of the Forsworn via Altar of Ruin, Feral's Den and Twisted Hollow behind Moordaine Lodge, Underroot and Lair of the Despoiler behind Tur Dulra, Oblivion behind Eriman's Pyre, and Anica's Claim after Malnok.